Category: EGM (Electronic Gaming Monthly)


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Slice and dice

Assassin’s Creed’s story-driven DLC packs have always tried to offer something different from their main story counterparts. From spiritual animal visions to freeing slaves, these post-release expansions have pushed the boundaries of what we expect from the series—especially gameplay-wise. In many ways, the newest addition to this lineage, the Jack the Ripper DLC for Assassin’s Creed Syndicate, continues this trend.

Set in the fall of 1888—20 years after Syndicate and during the height of the Jack the Ripper murders—master assassin Jacob Frye has a dark secret that he’s hiding: he knows who the Ripper is. Jacob hopes to catch the madman before the police in an effort to rehabilitate Jack, but then suddenly ends up missing. A month later, Jacob’s twin sister Evie is forced to leave her home in India and return to London, in the hopes of finding her brother and putting a stop to Jack’s rampage permanently.

The most intriguing aspect of the Jack the Ripper DLC is that it tackles a subject with so many questions surrounding it. Considered the world’s first serial killer, Jack the Ripper was never caught nor his true identity revealed. Therefore, one might think it would give Ubisoft a wide berth in terms of how to work their narrative into this unsolved mystery. Unfortunately, it seemed to do the exact opposite.

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Part of the fun that stems from Assassin’s Creed is how the story finds ways to seep into the nooks and crannies of history, spinning well-defined, real-life events in a way that fits their conspiracy theory driven plot. Ubisoft took a great risk crafting their own tale to explain where Jack came from, how his methods evolved, and finally why his murder spree stopped. But because so little is known about the real-life Jack, the development of the character felt stifled, as there weren’t many ways to add depth to such a primal, one note villain to begin with without knowing something concrete about the man. Maybe part of this stems from the brevity of the DLC; a side expansion simply wasn’t enough to both introduce Jack and also turn him into a nemesis we could love to hate. Of course, the DLC alludes to Jacob and Evie having met Jack during the events of the main game, and yet there is no connecting between the two, unlike previous Assassin’s Creed DLCs. No matter the case, the result was a story that left me unsatisfied, even with its definitive ending.

Gameplay, on the other hand, added some surprising new wrinkles to the series—the foremost of which was actually playing as Jack the Ripper in several instances. Symbolic of the cat and mouse game Jack played with the actual police 125 years ago, the DLC sees Jack do the same with Evie, and there are several sequences where players can act out the brutality of Jack the Ripper as he leaves a trail of clues for our heroine. While these moments could’ve been used to better show Jack’s motivations—we see what he does, but never really get a clear sense as to why—they did offer a unique sense of freedom to how you would normally play an Assassin’s Creed game, now given the chance to step into the shoes of the villain as well as the hero.

Playing as Jack also introduced two new mechanics to the game (which then become available to Evie in non-lethal adaptations). The primary addition is a fear factor that allows you to instill terror in your enemies, so much so that they’ll run away instead of facing you. Building off of this is an supplement to melee combat called the Brutal Takedown, which—when pulled off successfully—can add to your ominous presence.

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The idea of using fear as a weapon is something that I didn’t realize had been lacking from Assassin’s Creed until now. Being able to double assassinate a couple of thugs, then do a Brutal Takedown on another that scares away a half-dozen other guards, is the most empowering tool in your repertoire yet. It also makes a lot of sense. If you were a lowly guard patrolling a manor, and just saw your buddy’s throat ripped out, would you stay and fight, or turn and run the other way? Of course, as you might expect, some enemies do stay and fight, but others quickly beat a hasty retreat. It also allows for more enemies per conflict, as you’re now not expecting to fight all of them. You can—and you can win—but it wouldn’t be very efficient nor Assassin-like.

The major issue with the fear system, however, is that it’s not limited to just Brutal Takedowns. Evie and Jack both carry tools such as fear grenades and spikes. While Evie uses her spikes to pin enemies to the ground, so that their screams inspire terror in fellow thugs, Jack impales them as grim examples of the carnage to come. Meanwhile, fear grenades allow you to strike terror from behind cover without being seen. While great for clearing an area, they also felt overpowered, as a fully-stocked assassin never even has to unsheathe their blade, as they simply had to chuck a couple of grenades into the crowd.

These new elements come courtesy of a foundation built on the main game of Syndicate, though. Jack the Ripper takes place entirely in the two most northern districts of the main game’s map—Whitechapel and City of London—which unfortunately gives you a much smaller piece of land to cover, expediting much of the experience. Thanksfully, there are some new side missions to complete from associates both new and old, and three new Black Box missions to partake in. All told, though, Jack the Ripper might feel a tad repetitive for anyone who immersed themselves in the main game when it comes down to helping Evie track down Jack.

Although a little light on the content side, Assassin’s Creed Syndicate: Jack the Ripper is still a fun side excursion in the Assassin’s Creed universe. New mechanics and characters meshing with familiar ones from the main game make this DLC a fun experience overall—one that won’t disappoint most fans, all while filling in more gaps along the ever more convoluted timeline of Assassin’s Creed.

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Developer: Ubisoft Quebec • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 12.17.15
7.5
Striking fear into Evie’s enemies may be a bit overpowered, and Jack may not be the formidable bad guy we hoped he would be, but this DLC is still a fun adventure that serves as a nice excuse to return to Assassin’s Creed’s take on Victorian-Era London.
The Good New fear mechanic provides a fresh take on familiar gameplay…
The Bad …that is also overpowered and too heavily relied on.
The Ugly Jack the Ripper would make the easiest Dickens Fair cosplay.
Assassin’s Creed Syndicate: Jack the Ripper is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Rumors surfaced this morning detailing the next main entry in the Assassin’s Creed franchise and hinting that Ubisoft would be moving away from annual releases in the series.

The rumors first appeared on 4chan by a poster claiming to be a developer working at Ubisoft. The post explained that there would be no Assassin’s Creed release this year, in part due to the ambition of the game, which is supposedly going for more of a “Witcher feel” in terms of world size and scope. They also said that the new project looks to be set in ancient Egypt, will bring horses and boats back, and is being spearheaded by the team that brought us Black Flag. The posts were compiled conveniently on NeoGAF.

As the day went on, gaming news site Kotaku chimed in, claiming their sources confirmed some of those details to be true. According to Kotaku’s sources, this new Assassin’s Creed, codenamed Empire, will be set at least to some degree in Egypt, and would indeed not be coming out until 2017, giving the series more time to cook after the disaster that was Unity. No word yet on time period, but if we were to wager a guess, we would say the time of Cleopatra and Alexander the Great if the 4chan poster’s comment on this starting a new trilogy that would move to Greece and Rome holds any weight.

Considering the recent history of leaks with Assassin’s Creed, the odds of all this being true are strong. It also makes a ton of sense.

Many have complained about feeling franchise fatigue when it comes to Assassin’s Creed, mostly due to the low-water mark that was Unity. Although last year’s release, Syndicate, was a marked upswing—courtesy of new developer Ubisoft Quebec—it still featured a fair amount of bugs and glitches that have become commonplace in the franchise. If Empire has indeed been worked on since 2014, though—and is getting an extra year of development—it could be Ubisoft’s attempt to both alleviate the aforementioned fatigue and address the glitches that have started to become synonymous with the series.

Ubisoft also doesn’t have to worry about the franchise leaving the public consciousness. The Assassin’s Creed movie comes out in December 2016, and the final two chapters in the Chronicles spin-off will come out over the next six weeks. Plus, there’s a potential Assassin’s Creed Collection on the horizon, which was revealed after Ubisoft recently registered the website domain “assassinscreedcollection.com”.

In terms of Ubisoft’s fall lineup, several titles could be plugged into the hole that no Assassin’s Creed would leave, including potentially For Honor, Ghost Recon Wildlands, South Park: The Fractured But Whole, and even possibly Watch Dogs 2—which Kotaku also reports is rumored to be set in San Francisco.

As EGM’s resident Assassin’s Creed fanatic, this seems like a smart play from Ubisoft. Considering we’ve had six straight years of Assassin’s Creed experiences that have only grown larger and more complex, the idea of taking a year off to polish what—if the 4chan poster is to be believed—will be the most ambitious entry yet has me excited for the series in a way I haven’t been in a long time. Plus, if the team behind Black Flag is indeed working on it, this only bolsters my hopes that everything from these rumors and reports is indeed true—as Black Flag was, in my opinion, the best entry in the series since Assassin’s Creed II. This move gives the franchise’s biggest fans time to be excited again, and not have the series thrown in our faces around the clock.

Now, we just have to hope Ubisoft comes out and confirms everything we’ve heard today.

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Introduction

By the numbers, 2015 was a down year for games overall. However, it finished ridiculously strong, with one of the more jam-packed holiday seasons I’ve seen in a long time—keeping all of us here on the EGM crew insanely busy. As my list hopefully proves, quantity did not necessarily affect quality, though, and there were still some great games that came this year that I felt would come to define 2015.

Ray’s Top Five Games for 2015

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#05: Assassin’s Creed Syndicate

Publisher: Ubisoft
Developer: Ubisoft Quebec
Platforms: PS4, Xbox One, PC

Ray’s Take

Assassin’s Creed Syndicate didn’t exactly have a high bar to surpass considering the lackluster entry in the franchise that was Unity. Still, not only did Syndicate provide a more coherent story, but it injected much needed life and wonder back into the series. Whether it was scaling the beautifully-rendered Victorian Era London, laughing at the banter back and forth between main characters Jacob and Evie Frye, or surprises like the fully fleshed-out World War I scenario that followed Jacob’s granddaughter, Syndicate was the return to form Assassin’s Creed so desperately needed. If they had included a few more old-school puzzles or a modern day scenario that allowed us to step outside the simulation, this might have been even higher on my list.

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#04: Tales from the Borderlands

Publisher: Telltale Games
Developer: Telltale Games
Platforms: PS4, Xbox One, PC, OS X, PS3, Xbox 360, iOS, Android

Ray’s Take

When you first think of Borderlands, story doesn’t exactly fall on its list of strengths. While subsequent games in the series have added a little more to the lore of Pandora, there were plenty of unexplored opportunities that were perfect for Telltale to come in and exploit. Plus, this doubled as a chance for Telltale to really stretch their comedic muscles for the first time since the days of Sam & Max (or maybe their foray into Homestar Runner). The result was what I believe to be Telltale’s best effort yet. Serving up a rollercoaster of emotions, Tales from the Borderlands gives the most life to any characters that universe offers, while also making your decisions have some real weight come the game’s finale. Now, we just need to figure out where that cliffhanger ending will lead.

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#03: Fallout 4

Publisher: Bethesda Softworks
Developer: Bethesda Game Studios
Platforms: PS4, Xbox One, PC

Ray’s Take

At this point, it’d be more surprising if Bethesda made a bad game. Fallout 4 once again creates a beautiful, dynamic world out of the smoking crater of an apocalyptic disaster. No interaction in the world happens the same way twice, and the new gun crafting and S.P.E.C.I.A.L. skills system extends an already deep pedigree of customization. Despite this, I can’t get past the sense that Fallout 4 is more like Fallout 3.5. The largest new attraction the game brings—the ability to create and link settlements—honestly bored me. Managing people and resources became a chore, and was quickly relegated to “afterthought” status even just 20 hours into my near-100 hour playthrough. Still, there are few experiences more complete, or as satisfying, as Bethesda’s latest adventure in the wasteland.

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#02: The Witcher 3: Wild Hunt

Publisher: Warner Bros. Interactive Entertainment
Developer: CD Projekt RED
Platforms: PS4, Xbox One, PC

Ray’s Take

I never played the first two Witcher games, and in the end, that kept it from being my personal game of the year. You see, my number one pick last year was Dragon Age Inquisition—and I felt you could jump into that adventure not having played the previous two games and gotten the same amount of enjoyment out of it. My caring about Witcher 3’s characters and world took a hit because of my unfamiliarity. That said, CD Projekt Red crafted an absolutely spectacular adventure, and an even more epic world for it to take place in. Geralt of Rivia is one of the most perfect examples of an anti-hero I’ve ever met in games, and the people he interacts with portray an incredible amount of depth. The most telling thing about Witcher 3’s world, though, may be how much time I spent in it: 212 hours on my first playthrough.

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#01: Ori and the Blind Forest

Publisher: Microsoft Studios
Developer: Moon Studios
Platforms: Xbox One

Ray’s Take

There are no games this year that grabbed my attention from beginning to end quite like Ori and the Blind Forest. The first thing that catches your eye is the hand-painted art style, but once you begin rolling around Ori’s dying world, you soon realize how tight handling the game is. In fact, it’s easily the best playing metroidvania we’ve seen in years. The heart of the game—its story—builds on this, with a heart-wrenching tale that pulls you through the beautifully diverse world Ori must explore in order to restore the natural balance of things. Combine all this with a steadily increasing degree of difficulty all the way until the climactic finish, and I can only wish more games were as polished as Ori and the Blind Forest.

Ray’s Off-Topic Awards for 2015

The 5th Annual “The Colors, Duke! The Colors” Award for Most Colorful Game, brought to you by Popsicle (not really)
Kirby and the Rainbow Curse
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This has become a tradition for me during the EGM end of the year awards, and we’ve gone too long to stop now. There were some strong candidates this year, and while the aforementioned Ori and the Blind Forest could’ve easily taken it, I wanted to show some other great looking games some love—and lo and behold, Nintendo had quite a few of them. I’ve got to tip my hat to the good folks at HAL Laboratory, whose beautiful looking Claymation in Kirby and the Rainbow Curse impressed me just a slightly bit more than Good-Feel’s work with yarn in Yoshi’s Woolly World. Congrats Kirby on looking as bright and as wonderful as ever.
The “Fashionably Late” Award
Kalimba

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I really shouldn’t be giving a game an award for 2015 when it came out in 2014, but let me explain. Although we here at EGM wait as long as possible before doing our Game of the Year voting to insure we give as many games as possible the chance the qualify, there are still occasionally titles that miss deadline. Rarely, however, are they as fun as Kalimba, which released on December 17, 2014. Available on Xbox One and later for PC, Kalimba is an addictive, fun little puzzle platformer that only gets better when playing co-op with a friend. Although we did end up reviewing it for EGM post-holiday break, it was ineligible for last year’s voting. So here is your well-deserved spot in the limelight, Kalimba.

The “Somehow Made Me Fall In Love with a Genre” Award
Super Mario Maker
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I hate world creation games. When I drop $60 on a game, I’m doing so for the express purpose of playing someone else’s creation—not so I can spend time making my own. Minecraft, LittleBigPlanet, Project Spark? Throw them all in the trash as far as I’m concerned. Then came Super Mario Maker. Leave it to Nintendo to turn my pre-conceived notions on their head and throw them in the trash instead. Maybe it’s the nostalgia or familiarity that Mario Maker brings to the table, but there is something about it that has me testing out other people’s levels and building my own on a far too regular basis. And, with a steady stream of updates that only expands our potential toolset, there may be no single greater reason to own a Wii U than this.

EGMNOW’s Best of 2015 Awards Schedule

http://www.egmnow.com/wp-content/themes/egmnowv3/christmas_links2015.php

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Break the walls down

Over the 10-year period of 1998-2008, the Rainbow Six franchise released 16 different titles or expansions, by far the most of any single brand under the Tom Clancy umbrella. Then, there was nothing. The series disappeared from Ubisoft’s lineup of huge blockbusters post-Rainbow Six Vegas 2, and fans were left wondering when they could get the squad back together. There was a glimmer of hope when the Patriots project started being shown off, but as quickly as hype started to build, the game was shelved. From its ashes, however, has risen the first Rainbow Six game in seven years, Tom Clancy’s Rainbow Six Siege—and it looks to bring tactical multiplayer gameplay back to the masses like never before.

The key word there, though, is multiplayer. Something that we need to get out of the way is, yes, Siege is a multiplayer-focused game. There is a single-player mode called Situations, but it’s really nothing but a glorified tutorial. While it does a nice job of helping players become familiar with the game’s modes, maps, and operators, Situations offers little value to the product as a whole in the long run. Especially if you’re a fan of Rainbow Six as a franchise, it’s hard not to miss a more dedicated single-player mode, given how important they were to previous entries in the series.

In fact, on the surface, there’s not really a lot of multiplayer content either. The online component of Siege is comprised entirely of two modes: Terrorhunt and Versus. Terrorhunt pits a team of five people against AI opponents in varying scenarios, including saving hostages, defusing bombs, or eliminating all the enemy terrorists. Meanwhile, Versus is your classic five-vs-five match, where each person on a team has only one life to live—with the twist that objectives similar to those in Terrohunt can also be achieved as an alternate path to victory.

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There are Casual and Ranked versions of both modes, but in order to unlock the Ranked options, you have to grind until you’re level 20. That’s a pretty lofty barrier for entry, even if you are trying to appeal more to the hardcore audience—although the journey does go rather quickly if you and your team keep winning in either Versus or Terrorhunt. Ranked changes the game somewhat by turning off all major HUD options and giving players a more true-to-life experience, giving you a carrot to at least to pursue the unlock. However, you can purchase XP boosts through microtransactions if you don’t have the patience.

Although it may sound like there’s not a lot to Siege, it makes up for it where it counts: in its gameplay. When you look past its lack of options and single player, this might actually be the best multiplayer game to come out this year. Siege has forgone all the bells and whistles that other similar-styled releases try to beat you over the head with, instead giving you the sleekest tactical shooter we’ve seen since Rainbow Six first hit PCs nearly two decades ago. Enemy AI is smart and ruthless, and when playing against other people, the emphasis on only having one life makes every decision a potential game-changing one, amping up the stakes alongside your adrenaline.

Siege features 11 of the best-designed close-quarters combat maps you’re likely to find in modern games. Maps may look small from the outside, but each location is filled with plenty of nooks and crannies that will have you checking every corner twice, just to make sure your rear is constantly covered.

The best part of each map, though, is how much you can destroy them. As long as it’s not a load-bearing wall, chances are you can punch a hole through it with a variety of devices depending on your operator and playstyle. This means sightlines are constantly changing, and that no match will ever play the same way twice. As well, the game looks absolutely gorgeous—how it’s able to chug along at a steady framerate considering the metamorphosis each level is constantly undergoing is phenomenal.

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There are also the operators, the unlockable special forces agents players can use. There are 20 different characters to play with that not only feel unique due to their specialty gadget, but who also are perfectly balanced so that no matter how your team is comprised, or how you customize them, no matchups are better or worse than any other. The game has a character option for almost everyone on both offense and defense to suit your needs, and each brings with them their own strengths and weaknesses.

Like on offense, I love using Sledge, the SAS point man who, as his name would imply, carries a giant sledgehammer to punch holes in as many walls and floors as I want, but it also leaves me vulnerable and directly in the line of fire if I don’t have a buddy ready to clear the hole after the smoke clears. Meanwhile, on defense, Kapkan is my man, as I can set up booby traps in entryways that serve as a deterrent or a funnel to push enemies where I want them to go—but I’m limited in how many homemade devices I have. I know others, though, that put everything on guys like Tachanka, the stationary machine gunner on defense whose rear is vulnerable after he hunkers down, or Ash, the quick on her feet FBI agent with a special bullet that can breach barricades from a distance on offense but who really can’t take a hit. And those are just four of the 20 that you can play with.

Siege is also an enjoyable multiplayer experience because it does away with the “Lone Wolf” concept frequently seen in most other FPS multiplayer games. You have to work as a team to succeed in this game. Learning how the different operators work and developing a rapport with teammates so that you can most efficiently conquer the objectives actually becomes a large part of the fun, and pleasantly much of the burgeoning Siege community has headsets of some sort. I don’t think I’ve ever had so many enjoyable conversations in an online experience—ever—and it’s because Siege encourages objective-oriented people to come together for a common cause.

Tom Clancy’s Rainbow Six Siege lacks content—there’s no doubt about that—but what is there is absolutely stellar. With the promise of Spectator mode, more maps, and more operators down the line, this could develop into a really special game and community. As is, its exemplary gameplay is carrying the day, so I wouldn’t be surprised if the lack of content turns a lot of people off. But if you’re dying for a new Rainbow Six game like I was, or the idea of a hardcore tactical teamwork-based shooter sounds like your thing, Siege is worth a look.

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Developer: Ubisoft Montreal • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 12.01.15
7.0
What Tom Clancy’s Rainbow Six Siege lacks in content it makes up for in intense, fast-paced, heart-pounding action and tight gameplay. If tactical multiplayer is your thing, there may be none better. If not, though, you’ll likely find the experience to be a bit bare bones.
The Good Great balance between the 20 operators; amazing destruction, map variety.
The Bad Matchmaking issues persist, lack of a single player campaign.
The Ugly We miss you Ding Chavez.
Tom Clancy’s Rainbow Six Siege is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Out of the Shadow

Shadow Complex was sort of a game out of time when it released back on the Xbox 360 via Xbox Live Arcade in 2009. A side-scrolling action-adventure reminiscent of metroidvanias from years past, Shadow Complex put players in control of Jason Flemming, an ordinary man put in extraordinary circumstances.

When Jason’s girlfriend goes missing while they’re camping in the wilderness, he has to track her down. What he finds instead is a secret military installation run by an anarchist group called the Progressive Restoration that wants to overthrow the government en route to world domination. As he explores the facility, Jason will use a variety of super-powered armaments he finds inside to save his girl and possibly the world.

Now, with a remastered edition of the game on its way for Xbox One, PS4, and PC almost seven years after the release of the original, we sat down with ChAIR Entertainment co-founder and creative director Donald Mustard to discuss why now was the time to bring Shadow Complex back to gamers.

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EGM: Why bring Shadow Complex to current gen, and why do it now specifically?

Donald Mustard: It’s always been one of our goals at ChAIR to bring Shadow Complex to as wide of an audience as possible. When we first finished Shadow Complex, we started working on and moving on to a sequel, but then the opportunity to make a game with Apple for their budding game platform presented itself to us. And we thought that would be a really great use of Unreal Engine technology and so we paused development on Shadow Complex 2 and started work on this iOS thing that ended up becoming Infinity Blade, which then became this huge thing and that we didn’t anticipate happening.

Then led to some sequels and once we finished work on Infinity Blade III, we started work on this new original IP with J.J. Abrams that we announced a few weeks ago called Spyjinx. But while doing that, enough stuff kind of finally aligned where we had the time and resources and could take the original Shadow Complex and it get it converted over to our most recent code base and get it prepped in a way that we could bring it to PC, Xbox One, and PS4 and man, I’m so excited. I’ve been wanting this to happen forever. I know it’s taken a while, but this was literally the first opportunity that we could do it, and so we did it.

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EGM: Originally Shadow Complex was an Xbox 360 exclusive. Was it difficult to bring Remastered to current gen consoles and PC?

DM: Well, we have a couple of awesome things going for us. One is being part of Epic Games and we use Unreal Engine technology, which is super-versatile and is already very good at cross-platform performance. So, it’s been a relatively painless process to take the original Shadow Complex code and bring it up to date with our current version of Unreal Engine. And we’ve had a great partner in Hardsuit Labs that has helped us in doing that.

So we got everything moved over code-wise, and then luckily when we first developed Shadow Complex, we authored all of the art and textures at a higher resolution, and then turned and scaled down the textures and art to fit what the Xbox 360 could do. But modern consoles are a lot faster now, PCs are a lot faster now, and that allowed us to go back into the original source art and use it at its highest resolution settings, which is awesome because now all the art is in its original authored state. And everything looks amazing while still playing super-tight. So it hasn’t been that crazy of a process. Lots of work to make sure everything still looks and plays well, but it’s ready and we’re excited.

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EGM: The original game ran on Unreal Engine 3. Is Remastered still running on Unreal 3 or did you switch over to Unreal 4?

DM: No, Remastered is running on Unreal 3 still, but it’s interesting because the engine has evolved a lot over the years. Unreal Engine 3 from 2009 is very different from Unreal Engine 3 in 2015. In fact, a lot of current gen games still use Unreal 3, like Batman: Arkham Knight. And there’s a lot of really awesome stuff we’ve done engine-wise. What we did do was move the entire code base to our most current version of Unreal 3.

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EGM: You mentioned earlier that you had to “pause” production on Shadow Complex 2. If Remastered does well enough, do you think you’ll start production back up on the sequel?

DM: That’s certainly a distinct possibility. One of the reasons why I’ve been so excited to bring Shadow Complex to a wider audience is for the express purpose to open the door and pave the way for more opportunities to do more in the Shadow Complex universe. We loved working with Peter David so much and writing the game with us. He’s always been one of my favorite comic book writers and we loved working with him and he wrote the first game. So one of the first things we did for pre-production on the sequel was for him to write a script for that sequel. So we’ve got this really awesome Peter David script for the sequel along with some other things. I mean, we’ve got some really awesome stuff that we’d love to do if there’s interest. So yeah, our hope is that if people are interested and they love the game and they want more of it across multiple platforms that this will open the path for us to do more. Nothing would make me happier.

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EGM: So, what new things can we expect from Shadow Complex Remastered besides the improved upon graphics?

DM: One of the things when we sat down and said we were going to do this was that it was very important to us that we keep the core gameplay experience as close to the original as possible because it is such a beloved game. People really loved Shadow Complex and we love Shadow Complex. So while we were willing to allow ourselves to turn up the resolution and put in some of the original high-res art, we very deliberately didn’t change any of the core gameplay. The game is the original game in terms of how it feels and how it plays and the layout of the world and where all the power-ups are and what they do. That said, we did allow a few little things, a few tweaks here or there and a few little things we’ve hidden for people to find.

And we allowed one other cool thing. Early on in the development of Shadow Complex, we had created this melee system where if you got up near enemies, you could take them down and do this quick, cool, little cinematic takedown like snapping someone’s neck, or punching them, or kicking a bomb guy or whatever. And that was the like the 1.0 implementation of that system. So, one of the first things we were changing for Shadow Complex 2 was a more contextual melee takedown system. Like if you had ran up to a guy and jumped in the air and then hit the melee button, you’d do this flying jump kick. Or if you were hanging on a ladder above a guy and hit melee, you’d reach out with your legs and snap his neck or pull people off ledges. And that system was so cool and was pretty much finished, so we had all that and put all that into this as well. So that’s a cool new thing we added to the game and there’s a couple things like that, but for the most part we didn’t want to alter the game beyond what it is because we think it is so great as is and didn’t want people to not experience the same thing people experienced six years ago.

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EGM: Back in 2009, old-school side-scrolling metroidvanias like Shadow Complex weren’t really being made at that time. Since then, particularly through the Indie scene, the genre has seen resurgence. Do you think that might help Shadow Complex Remastered hit a larger audience this go around?

DM: I agree and that is something we had hoped would happen because yeah, in 2009 not only were people not making non-linear exploration-based side-scrollers, people really weren’t making side-scrollers period. When we were talking to people about making this 3D-looking, but strictly 2D playing game, people thought we were crazy. And we said it wasn’t crazy and thought people were going to love it and decided to build it on our own. Then we said we’d make a Metroid-esque non-linear side-scroller.

To me, Super Metroid in 1994 was the pinnacle of 2D game design. Then all these 3D systems like the PlayStation and the N64 came out and we moved away from some of those design lessons. To me it was crazy. It would be like Grand Theft Auto came out and then no one made an open-world GTA style game for 15 years. So I felt we had to do this and we made the game and people loved it and we loved it.

Since then, I agree there has been this resurgence of non-linear side-scrollers, which was half the reason I even wanted to make Shadow Complex. Because I love playing those types of games and I love all those games that have come out over the last couple of years in the style I used to play. I’ve had the fortunate opportunity to be able to talk to the creators and teams behind some of those games and share our experiences making those games and it’s been really cool.

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EGM: There appears to be some heavy subject matter throughout the story of Shadow Complex, with topics like terrorism and the NSA, among others coming up. What was the inspiration behind that when making Shadow Complex?

DM: When we sat down to make the game, we wanted to do two things. We wanted to explore our love of Metroid-style games and we also wanted to explore our love of G.I. Joe. We all grew up in the 80s and we loved G.I. Joe. I always loved the dichotomy between G.I. Joe and Cobra and the idea that there was this hi-tech enigmatic bad guy that had all these resources versus more low-tech military people. And we thought it’d be really cool if we could make our version of that and that was really our idea behind the Progressive Restoration. To make these hi-tech bad guys versus this lone hiker who had no technology, and then stealing their tech and using it against them. That was really our aim and goal.

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ChAIR Entertainment announced at the 2015 Game Awards they’re bringing their critically acclaimed side-scrolling action game, Shadow Complex, to current gen.

Originally released in 2009, Shadow Complex was an Xbox Live Arcade exclusive for the Xbox 360 that put players in the shoes of Jason Flemming. While camping with his new girlfriend, Jason accidentally discovers a secret military installation in the mountains and must uncover the reason for the base’s existence while saving his would be bae.

Shadow Complex was written by acclaimed comic book writer Peter David, and runs parallel to the events in Orson Scott Card’s novel, Empire, before the two stories dovetail into the events of the book, Hidden Empire. Whether the sudden return of Shadow Complex to the gaming realm signifies a possible new entry into this series coming down the line, either in gaming or novel form, is yet to be seen.

Shadow Complex Remastered will tout improved graphics, new melee takedowns for Jason, and a whole new batch of achievements and trophies, all wrapped in a classic metroidvania that will have Jason explore, backtrack, and upgrade himself via the mysterious military installation’s various armaments.

ChAIR has also revealed that Shadow Complex Remastered is not a Microsoft exclusive and will be available for PS4 and PC along with the Xbox One.

“Bringing Shadow Complex to a larger audience of gamers across multiple platforms has always been one of our goals at ChAIR,” said Donald Mustard, co-founder and Creative Director at ChAIR. “We’re super excited to introduce a remastered version to fans, old and new, and for the opportunity it creates for us to do more in the Shadow Complex universe.”

In addition to this, the PC version of the game will be available for free from now until December 31, 2015, via www.ShadowComplex.com, and coming to the other consoles sometime in 2016.

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I don’t think this was the baseball news most expected to come out of Boston this off-season.

I am apt to scouring the Hot Stove reports to see what new moves had been made, if any, when baseball free agency starts (always during my lunch break, of course). Imagine my shock when David Ortiz’s name came up, though, in my feeds. But it hadn’t been because the infamous Red Sox slugger had been shipped from Beantown. Instead, he was still entrenched in Fenway Park—200 years from now.

Richie Branson, an independent game developer out of San Antonio, Texas, decided he wanted to put his skills to good use and make the post-apocalyptic Boston setting of Fallout 4 feel a little more authentic. Fenway Park was already a central part of the game—its ruins house one of the largest survivor settlements in Fallout 4—but Branson felt it was missing something. So, like many fans do with immensely popular games, he created a mod.

In this case, his mod inserted Boston Red Sox uniforms into the game, allowed players to dress up like Big Papi, and he could swing a massive baseball bat to defend himself from the dangers of the Wasteland. Maybe it was a bit of virtual karma for Ortiz, who now could be attacked by big green monsters after spending the better part of his career pelting a Big Green Monster with line drives (and yes, I understand that most of Ortiz’s batted balls actually go to right field because he’s a power-hitting lefty, but you get the idea). It was a fun little add-on, given to the gaming community for free by Branson, to be enjoyed by all, and which you can see in action in the video at the bottom of this article.

As reported originally by Steve Annear of the Boston Globe, however, not everyone did enjoy the mod—specifically, Major League Baseball. “The use of these marks is an infringement of our rights. We plan to enforce those rights,” a MLB spokesman said in an e-mail Thursday in a curt statement to the Globe.

This shocked Branson, as it would any sane person.

“I’m not trying to sell this counterfeit Red Sox jersey. I’m putting a free Red Sox graphic into a game that already insinuates the Red Sox are in the game, at Fenway Park,” Branson told the Globe.

Major League Baseball would not elaborate further on what action it would take, but frequently in cases like this, cease-and-desist orders are issued, and as Branson admits, he’d begrudgingly have to comply. Thus denying everyone Branson’s hard work.

It is the opinion of this gamer that if Major League Baseball knew what was good for them, they’d reconsider any action against Branson. Not only does this come off as another overly sensitive knee-jerk reaction that has become commonplace nowadays, but it further perpetuates the idea of how out of touch baseball is with the world around them.

As revealed earlier today, Fallout 4 had not only the best launch for a game in publisher Bethesda’s history, but one of the best overall launches in history, making $750 million dollars in just a couple of days, and shipping around 12 million copies worldwide. Instead of embracing this pop culture phenomenon, especially amongst a demographic that baseball is slowly aging out of as it continues to find it difficult to connect with young potential fans, MLB is trying to bully someone for having fun. Great way to show you’re exactly what people want to sign up for and be a part of, Baseball. Then again, this is the sport that still vilifies gambling more than drug abuse. Someone should let baseball know that it’s 2015, not 1915.

Fallout 4 is available now for PS4, Xbox One, and PC. But if the numbers above are any indicator, you probably knew that, and are unlikely to be a part of Major League Baseball.

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Clipped wings

At this point, Yuji Naka’s place in video game history is secure. As one of the key figures behind all the early Sonic the Hedgehog titles, and later Nights into Dreams on Sega Saturn, Naka has brought gamers countless hours of high-speed fun. But many also lament what is most likely Naka’s greatest failing—the inability to recapture many of those feelings we had from his 2D Sonic games in his 3D ones. Sonic’s failed transition away from side-scrollers partly led to Naka’s departure from Sonic Team in 2006, driving him to create his own studio, Prope, which has seen moderate success in the mobile realm. Unfortunately, like a pro athlete who refuses to admit the best days of his career are behind him, it seems that Naka still wants to find a way to bring the mechanics that made him a success in the 90s to modern audiences. As Rodea the Sky Soldier proves, however, knowing when to move on is sometimes more noble than never letting go.

Rodea the Sky Soldier begins by explaining that, every millennium, a cross-rift between two dimensions opens. One dimension is driven more by organics and nature; the other, more mechanical and industrial. King Geardo, monarch of the industrial dimension, wants to use the cross-rift as an opportunity to rule over both. His daughter, however, is tired of her father’s dreams of conquest, so she programs her android bodyguard Rodea to stop the king and his robotic army at all costs. It sounds more like the plot of a JRPG than an action game, but it does its job in setting the stage as to why the organic world you fight in is overrun with mechanical enemies. Meanwhile, from a design standpoint, Rodea looks like a cross between a Sonic game and a Nights game. Item boxes, enemies, even world layout, although simple, has the feel of Naka’s later failed works at SEGA.

Before we continue any further, it needs to be said that Rodea the Sky Soldier was never intended as a Wii U game. In fact, it sat in development purgatory for four years, originally planned on being released on the Wii back in 2011. Why the game was delayed so long is beyond me, but it looks like nothing has been done with all that extra time—causing a lot of rust to collect on Rodea’s visuals and gameplay.

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Graphically, the game is a mess—it would look bad even as a last-gen title. Barely populated worlds, wide stretches of land painted in the same bland color, and even large segments of a stage flickering in and out of existence as rendering fails to keep up when Rodea reaches a decent speed mar the the experience. All this makes Rodea easily one of the ugliest games I’ve played in a long time.

Rodea is also a joke in terms of gameplay, seemingly taking all the worst elements from Naka’s previous games and mashing them together. Rodea can fly around a level or run around the ground, moving his fastest when he’s in the air. He has only a limited meter once he takes flight, though, so Rodea will need to find a solid piece of land to settle on to let the meter quickly refill—sans grabbing certain items mid-flight that refresh his flight power. This actually provides a nice challenge in stages where lots of bottomless drops abound, forcing you to balance how you get to the end of each level.

The flying could have been so much more fluid and fun had the game’s controls not turned out completely unintuitive. Instead of allowing you to just fly around using the control stick, you have to aim at where you want Rodea to fly, then press a button to set a marker on a safe spot. Once you’ve done that, Rodea will move along the path toward the marker you’ve placed. If you want to course correct, attack an enemy, or deviate in any way from the original path, the entire concept falls apart. I could see where, if you had to use the original Wiimote, pointing at the screen constantly, this might not have been as bad as it is. But using the Wii U gamepad’s control stick to aim instead caused rerouting Rodea in mid-air to become a chore, especially with the overly sensitive camera swinging around trying to correct itself. Never before has flying in a game ever felt so restrictive.

The combat is also a sad state of affairs. When targeting an enemy, you can lock onto them like you would in one of the 3D Sonic games, with Rodea even spinning around to gear up for the attack. If enemies are grouped together, though, the inability to easily link attacks was a sad realization. I often had to individually target them—which, admittedly, was still easier than flying—but I lacked the speed or rush that even the worst 3D Sonic games were able to produce.

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The weakest element of combat, though, is easily something I thought I’d never see again in a game like this: guns. Channeling his inner Shadow the Hedgehog, Rodea has machine guns and other firearms that he can earn over time, allowing him to slowly aim and take pot shots at the enemies around each world. It was at this point that I nearly threw the Wii U controller out of sheer frustration because, while the gun mechanics work, they destroyed any semblance of pacing that the game was trying to achieve.

Rodea isn’t a complete letdown, though. Showing at least a semblance of evolution from the projects of a decade ago, the game features a fleshed-out upgrade system for the titular hero. Killing enemies rewards Rodea with spare parts that he can then use to upgrade his armor, attack, speed, and other attributes between stages. He can also unlock new moves and better weapons—should the whole machine gun mechanic not bother you as much as it did me.

Surprisingly, the game’s boss battles are also a fair amount of fun. Since most of them are mammoth in size, set in the game’s larger arenas, it’s easier to target their weak points and bring them to their knees—even if many fall into the classic “three hits and you’re dead” gaming trope. It’s such a shame that getting to the bosses is such a grind, leaving them feeling like a brief respite instead of the culmination of a well-designed level.

It’s sad that Rodea the Sky Soldier stayed buried for so long. Had it released in 2011 like originally intended for the Wii, this might’ve been a much better handling game to play, and wouldn’t have looked nearly as bad as it does next to the Wii U contemporaries it now has to contend with. The saddest part, though, is that Yuji Naka doesn’t seem willing to completely let go of his past—and, if anything, accidentally makes the case for why the beloved characters and gameplay he created in his early game design days no longer fit in the modern gaming realm.

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Developer: Kadokawa Games/Prope • Publisher: NIS America • ESRB: E10+ – Everyone 10 and up • Release Date: 11.10.15
4.0
Horrid visuals and unintuitive gameplay make Rodea the Sky Soldier one of the worst action games I’ve played in a long time.
The Good Massive boss battles, deep character upgrade system.
The Bad Difficult to control Rodea in flight, last-gen graphics, lots of glitches.
The Ugly Didn’t we learn anything from the disaster that was Shadow the Hedgehog?
Rodea the Sky Soldier is available on Wii U, Wii, and 3DS. Primary version reviewed was for Wii U. Review code was provided by NIS America for the benefit of this review.

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A bigger, blacker CoD

Call of Duty has come a long way over the years. Every subsequent release, though, has the ever-increasing challenge of upping the ante, especially as the fiction has crossed from the historical, to the modern, and, most recently, to the future. But just when you think there is nowhere left for it to go, Treyarch finds a way to push each mode to new heights and tie it all together in its most cohesive package yet with Black Ops III.

Set in 2065, Black Ops III’s world has actually taken a step backwards in some ways when it comes to how it wages war. Due to the setup of an air-defense grid after the attacks of Raul Menendez’s hacked drones 40 years earlier, warfare has once again gotten down and dirty, with foot soldiers serving as the difference makers in combat. But mixing with the blood, sweat, and tears out on the battlefield are the oil, rust, and frayed wires of robot soldiers and augmented humans looking for that extra edge in conflicts around the world.

It is here where Black Ops III begins, when your character is critically wounded on an op that goes sideways, and forced to replace several body parts in order to survive and continue operating for the United States government. As the story progresses through the eyes of your now-supersoldier, back in the field with robotic limbs and unfathomable abilities, you and your team uncover a secret that could turn the world on its head. Worse yet, you realize you weren’t the only ones to recently find out the truth.

Black Ops III’s campaign is easily the series’ most ambitious yet from a storytelling, gameplay, and design point of view. Each chapter is longer and larger than any we’ve seen in the past, with multiple paths to objectives available to players if they are willing to explore. These massive levels substantially lengthen the campaign, pushing my first playthrough to the 10-hour mark.

The wide maps and different routes are also ideal for the return of four-player campaign co-op. For the first time since World at War, you and some buddies can tackle the campaign together, with the difficulty ramping up dynamically depending on how many players have joined you. This also adds an element of potential planning and group tactics, as you can choose to be a team that moves as one, picking off enemies as you go, or branches off and tackles objectives from multiple angles. I personally found the multiple angles suited my team’s playstyle best, especially in the campaign’s handful of traditional boss fights—which were a surprising, but not necessarily unwelcome addition for a series known for its bombastic action filled set pieces.

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The most significant addition to gameplay, though, is likely the new Cyber Cores. These are the different cybernetic abilities you can take out into the field with you. Grouped into three sets of six, each individual power can be upgraded as your character progresses.

Yes, one of the ways that Black Ops III more seamlessly brings the Call of Duty experience together is that progressing your character isn’t just limited to multiplayer. You can level up in all three modes of play, giving you specific unlocks in each one. In campaign, you not only customize your character’s armor, face, and guns, but their Cyber Cores, too.

This is done in-between levels, where you can visit a safe house that allows you to mess with your character depending on what chapter you’re going to tackle, while providing a nice respite from bullets whizzing by your ears. If you would like to be an offensive powerhouse, for example, you might want the Chaos Cyber Core that lets you shoot sonics out of your hands, debilitating all human enemies within range, or release nanobots that will swarm enemies and ignite them in flames. In the safe house you can also play a special simulation that acts as a Horde mode—which also features four-player co-op—within the campaign to test your loadouts before heading back into the story.

One of the most interesting aspects of the future setting, though, is that some of the levels are set in the virtual realm. While you can still die and have to restart from a checkpoint, these virtual levels make it so that nearly anything and everything are possible, like the inclusion of zombies for the first time in a main campaign, and even a return to Treyarch’s roots a bit with a World War II simulation that will blow your mind, all while still finding a way to progress the story.

That story, however, might be the one aspect of the campaign where things stumble a bit. Although the gameplay is phenomenal, and does a great job of really allowing you to play it however you want, Treyarch ran into the issue of having to essentially establish a brand-new world due to the 40-year jump in their continuity. Part of this takes place in the aforementioned safe houses, where people who want to dig deep into a small computer terminal will find fun articles ranging from fictional reports on major world events to fun little Easter eggs, like a failed military experiment that tried to weaponize cows.

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The rest of the world-building begins in the middle of the narrative, derailing critical character development for the sake of establishing the backstory for your impending conflicts. One of the qualities that have made the Black Ops arc so great is that the conflict traditionally serves only as background noise for the characters that we get to know and love. David and Alex Mason, Woods, and Hudson were memorable characters that I adored. Black Ops III starts out similarly with this unfamiliar squad of undercover badasses, but then about a third of the way through, starts leading you down a rabbit hole around the conspiracy that you happen upon and forgets about making me want to care about any of the characters.

Although critical to the twist at the end of the campaign that will have players arguing on forums as much as Zombies enthusiasts do about that mode’s secrets, the campaign feels like it takes a break from the character development during that time to beat us over the head with themes like “Where do we draw the line with our dependence on technology” and “Americans messing with things they shouldn’t just creates more enemies.” This disrupted the narrative flow, and that became more evident just before the end when a romance subplot comes out of nowhere and the villain’s presence, predictably, is revealed to be with us since near the start of the story. I still enjoyed the campaign’s story as a whole, but I wish the conspiracy could’ve been better woven in with the characters so that the flow of everything didn’t feel so disjointed.

While on the subject of twists at the end of the campaign, the one that made me drop my controller was the reveal of a second campaign at the end of the first one. Dubbed “Nightmare,” this second campaign remixes the level order of the main campaign, but does so while providing a new protagonist, a new narrative, and new enemies.

The Nightmare campaign is a what-if version of the main campaign where all the enemies were zombies. You can’t personalize your loadout here, though. Instead, you have to rely on random magic boxes and drops from enemies in order to power up. The lack of control after having the keys to the customizable kingdom in the main campaign adds to an overall increase in difficulty considering how, even in the widest maps, the zombies will swarm you before you know what hit you. The Nightmare campaign provides a fun alternate narrative that might be stronger than the original and is also playable in four-player co-op.

But for all you Zombies fanatics out there, never fear. A more traditional Zombies experience called “Shadows of Evil”, themed on classic film noir, is also available. As that story goes, the four main characters, played by Ron Perlman, Jeff Goldblum, Heather Graham, and Neal McDonough, have each committed some horrible evil that is allowing zombies to enter their world. By working together, they’ll have to uncover the secret that supposedly somehow ties into previous Zombies entries and might save their damned souls.

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Unfortunately, I didn’t get as far as I’d normally like in Zombies, but I did get plenty of time to experiment with two major additions to the mode’s gameplay. The first is the new Gobblegum system. Each player can customize a set of five gumballs they want attributed to their person, with each gumball offering a different ability. When you find a Gobblegum machine, you can spend some of the cash you’d normally use on guns or other power-ups to get one of the five gumballs in your set at random. And just like in single-player, there is a progression here that will unlock better gumballs as you level up.

The second element is the purple flame, which can be found at different locations throughout Morg City. For a limited time, this turns players into a lightning quick plant monster with tentacles (think Audrey II from Little Shop of Horrors) called “The Beast” that lets you open special doors, break boxes, and unlock the paths necessary to find all of Morg City’s secrets. There are few things more satisfying than finding new secrets and special narrative clues while killing the undead, so when combined with the hysterical dialogue that each character randomly spews, this year’s Zombies mode might be the best yet.

As great as Campaign and Zombies are, multiplayer is really Call of Duty’s bread-and-butter. Never to be outdone, the multiplayer has taken the futuristic ideas of the campaign and turned them into the slickest multiplayer suite yet.

Before you build your first loadout, though, you should check out Freerun. This short series of four time trials are a great way to teach you how best to use your wall-running abilities in multiplayer and get used to the idea of the maps’ new sense of verticality. Ramping up steadily, Freerun will show you moves you never thought possible, like running up columns or wall-jumping down narrow corridors, all while stoking your competitive fire by sticking a clock on you and daring you to get the best time.

Once your cybernetic legs are all warmed up, then you can jump into the largest selection of multiplayer modes yet. I was able to play on live servers pre-launch, and while there weren’t nearly as many people online as there will be on launch day, everything worked fine. You never know what might happen when the servers are flooded by millions of gamers, though. Multiplayer touts a bevy of returning favorites like Capture the Flag, Kill Confirmed, Team Deathmatch, Hardpoint, and many more, but Black Ops III also touts a new mode called Safeguard.

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Safeguard tasks you with defending a bomb strapped to a robot as it heads to a designated point on the map. The robot only moves when members of your team are near it, and the enemy team can slow the robot down by shooting it repeatedly. If time runs out before the robot reaches its destination, the defenders win, and if the robot makes it, the attackers win. I found the mode to be immensely difficult because standing next to the robot makes you a sitting duck, so it really requires one person to act as a direct escort, and the rest of your team to keep the enemies off your back. In that regard it has elements of CTF in it, and requires monumental amounts of teamwork whether you’re an attacker or defender.

The beauty of multiplayer now, though, centers on the chain-based fluid movement system. After a little practice, I was stringing together wall-running and double jumps so effortlessly I felt like I could single-handedly change any battle. With each map and mode having their own special nuances to cater to this movement style, surprising my opponent meant a lot more than flanking them. Knocking that sniper off the high ground wasn’t nearly as impossible anymore. And springing up out of water with assault rifle blazing added even more depth to what are some of the best-designed maps you’ll see in any Call of Duty.

The other major change we see in Black Ops III’s multiplayer is the Specialists. Sure, you can still customize and choose whatever guns or weapons you want to bring into battle, especially with the return of the beloved Pick 10 system offering another layer of balance that I feel the past two Call of Duty games have lacked. But the Specialist a player chooses gives them more of an identity online than in previous Call of Duty games, from who the player selects, to how they define their look, and finally which of their Specialist’s two special abilities they pick.

Knowing what each Specialist does and what situations their powers are best used in could turn the tide of a battle on their own, and offer yet another strategy for players to think for, and potentially plan against. For example, I played with Ruin a lot. His two abilities are Gravity Spikes, which allows him to kill everyone close to him with a shockwave when he slams the spikes into the ground, and a supercharged sprint called Overdrive. In TDM, racking up that kill count is critical so the spikes were great. But in something like CTF, grabbing the flag and then hitting Overdrive with that enhanced sprint means I can get a point for my team a lot more easily, covering half the map in a fraction of the time I used to. Considering there are nine Specialists to play around with (four to start, with others unlocked via progression), I can only imagine the strategies players will come up with.

It’s never easy to continually one-up yourself, but Treyarch seems just fine rising up to the challenge each time its turn comes up to put out a Call of Duty game. By adding progression and co-op to each mode, players have new reasons to go back and play each one more, while also providing a common thread through each part to help pull it all together. Multiplayer and Zombies are more robust than ever, and although Campaign’s story might not have been the strongest we’ve seen from series, it’s still a high-quality thrill a minute ride with a twist that will keep players talking until the series’ next installment. Simply put, Black Ops III is the deepest experience the franchise has seen thus far.

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Developer: Treyarch • Publisher: Activision • ESRB: M – Mature • Release Date: 11.06.15
9.5
Black Ops III is the deepest Call of Duty experience to date. With not one, but two campaigns, new multiplayer modes and more robust customization, and a Zombies mode that will suck in even the most casual of players, Treyarch has once again found a way to raise the bar.
The Good More quality content than ever before crammed into a Call of Duty game.
The Bad Character development in campaign has a sharp drop off.
The Ugly Why hasn’t Activision announced a Call of Duty starring Jeff Goldblum yet?
Call of Duty: Black Ops III is available on PS4, Xbox One, PS3, Xbox 360, and PC. Primary version reviewed was for PS4. Activision provided travel to and accommodation at a review event for the benefit of this review.

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A mid-card contender

The Attitude Era, a time period that engulfed wrestling in the late 90s through early 2000s, is widely considered to be the pinnacle of modern sports entertainment. Never before had WWE’s brand reached such a wide audience, and many of the television ratings records set back then remain standing today. So, it is no wonder that when wrestling video games need a pick-me-up, they look back to that era for inspiration to put themselves back on track—and WWE 2K16 is no exception.

After a down debut on current-gen consoles last year, the annual WWE 2K franchise looked to one of the greatest faces of the Attitude Era—Stone Cold Steve Austin—as a reason to inject some much-needed edge back into the series. The Texas Rattlesnake was a beast for WWE starting with his meteoric rise in 1997 through to his retirement in 2003, so it’s no surprise that they’d model this year’s 2K Showcase mode after him.

Letting players relive many of Austin’s best matches from his time with WWE is a concentrated shot of nostalgia that any child of the Attitude Era can’t help but enjoy, as classic footage is spliced with recreated in-game cutscenes. Making things even more enticing are Bonus Matches. After completing certain bouts, some of Stone Cold’s best pre-WWE moments—like when he was “Stunning” Steve Austin in WCW—are unlocked, letting you take on the likes of Ricky “The Dragon” Steamboat and many others.

While the 2K Showcase mode is great for a walk down memory lane, where the WWE 2K series usually shines is when it lets gamers play wrestling god and create different matches, wrestlers, arenas, and more to satiate whatever their heart may desire to see inside the squared circle. Or, if they’d prefer, they can walk the path of a superstar themselves and see what it takes to win major gold in the world’s premiere wrestling promotion.

For those micromanagers out there, WWE Universe returns, letting players pit their favorite wrestlers of the past and present from the WWE series’ largest roster yet (120 superstars and divas combined) against each other. If you want, you can create major wrestling shows for every day of the week, cultivating made-up arenas with the returning Create-an-Arena feature, and then watch as matches play out. You can also step in, if you’d prefer, and influence the direction of your WWE over the course of several years on the calendar. There are even adjustable sliders that can affect a wrestler’s personality this year, influencing how they will or won’t act in the ring, and injuries can now occur, drastically shifting storylines at times just like the real-world WWE. The only knock against WWE Universe is the inability to create more detailed storylines, but seeing as how much you are able to customize here, filling in the gaps for the usually impressive AI isn’t the worst thing in the world.

Sometimes the best part of the WWE games aren’t just playing as your favorite wrestlers from TV, but inserting yourself, or some crazy cockamamie monstrosity, into the action. Create-a-Wrestler is far deeper than it was last year, bolstered by the fact that you can upload your own personal designs quickly and easily via the WWE 2K16 website to put on your wrestler or their clothes. You can even upload your own face—like I did to create super-journalist Murrow Thompson—and really feel like you’re getting into the game (quality of results will vary).

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You can also customize your wrestler’s moveset, with thousands of attacks and abilities available to you. My only disappointment here is the lack of Create-a-Finisher, as nothing makes your wrestler feel more like your own than piecing together a finishing move that no one else in the world has, even if it borrows parts from already existing moves. I think a pop-up DDT would’ve been just what Murrow needed to enlighten the masses; instead I settled for Dean Ambrose’s Dirty Deeds.

Once you have a created wrestler, you can then import them (or a different superstar made from scratch) and enter the revamped MyCareer mode. Looking to add a stronger sports simulation aspect to the traditionally arcade-inspired WWE series, last year’s MyCareer mode was the worst kind of grind that culminated in a single Wrestlemania match. This year is different.

Starting off in NXT, your mission is to one day make the WWE Hall of Fame. By wrestling in highly regarded matches, you can build your character up to more easily achieve a series of possible career goals that will lead to guaranteed enshrinement. What goals you pursue are entirely up to you, however. You can dominate at the mid-card level, winning the US and Intercontinental titles multiple times. Or, if you’d prefer, you can try to hold every title once and get the career Grand Slam. Wrestling in certain kinds of matches at certain venues as well as a multitude of other paths can also catapult you to the desired stardom you require. Although, I will warn that if you choose to focus on tag team gold, the AI for your partner may make you want to go the way of The Rockers sooner rather later. You also get to actually play an entire career, instead of flash forwarding to your retirement match upon completion of certain objectives (unless you choose to retire, which is entirely up to you)—giving the mode much needed longevity and replayability.

There are also more ways to play to the crowd and develop your wrestler’s personality. By participating in Extreme Rules matches and the like, and using weapons and tables, your aggression and other personality traits will adjust. The most important personality factor, however, comes from your post-match interview with Renee Young. From here, depending on your answers, you can start rivalries, change alliance, or turn face or heel. What decisions you make there can in turn gives you more options, like participating in a new feature that allows you to interfere with your rival’s matches.

The biggest addition to MyCareer mode is the in-match feedback on how your match is going. Move variety, hitting signature and finishing moves, and sprinkling in some “OMG! Moments” will help result in a 5-star match. Repeating moves, never countering, or quick matches will result in lower stars and less progress for your character. This emphasis on move variety helps each and every match feel genuinely like something you’d see from the real life WWE.

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Even with all these modes and the additions made to them, though, it would all be for naught if the in-ring product did not make advancements from last year’s game—and in a fair amount of ways it did. A slew of new mechanics have been added to WWE 2K16’s gameplay, and most of them work very well. A new, slowly refilling reversal meter finally nerfs players who know how to perfectly time every move, with each wrestler only having three-to-five reversals to start a match, and you’re never allowed to hold more than whatever you started with. You can also now slow the pace of matches down with Working Holds. Just like in real life, these allow wrestlers to catch their breath while also draining the stamina of their opponents. These two changes alone greatly expand the strategic depth you now carry into the ring, especially when combined with the chain wrestling and stamina meters added last year.

One gameplay addition misses the mark, though, and that’s the new submission system. The button mashing minigame of yesterday is thankfully dead, but in its place is an overlay system where you must try to get your bar to consistently overlap an opposing wrestler’s. The more tired they are—or if it’s a finishing submission like a Sharpshooter—the easier it will be to make them tap, but controlling the bar makes it feel like you’re wrestling the controller as much as your opponent.

WWE 2K16’s in-ring product has also seen its fair share of polishing. While the occasional glitch still pops up, it’s nowhere as bad as last year. Many character models also look much better—especially impressive considering the 120-person roster—but there are still a few examples where wrestlers look like they were being pulled from games that are two or three years older than this. While she never steps in the ring, I feel it necessary to point out the aforementioned Renee Young looks particularly stiff and frightening during your MyCareer interview segments.

It also needs to be said that, unlike the look of the game, the commentary has not come very far. Some new lines have thankfully been recorded to avoid as much repetition as last year, but too often Michael Cole and Jerry Lawler talk about subjects irrelevant to the match, making you think at times the dialogue has glitched. Oh, and it sounded like JBL, who was added to mark the first time we have a three-man commentary team in the game, had a cold when he recorded his lines.

Some minor annoyances aside, WWE 2K16 has taken a step largely in the right direction. Many, but not all, features missing from last year’s game return. Online functionality was questionable on the first day of launch, but seems to have stabilized over the weekend from what I’ve seen. A fully realized MyCareer mode and reliving the glory days of Stone Cold Steve Austin highlight an improved in-ring experience and the largest roster in the series’ history. While not ready to hog the spotlight like a main eventer, WWE 2K16 should find a nice spot on any wrestling fans’ roster of fall games.

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Developer: Yuke’s/Visual Concepts • Publisher: 2K Sports • ESRB: T – Teen • Release Date: 10.27.15
8.0
A big step forward for the series, WWE 2K16 is still some polishing and a new submission system away from being Hall of Fame material, but should make a nice living as a stop gap in your library before hopefully bridging the gap to a bigger and better game next year.
The Good The fleshing out of MyCareer. Reliving Stone Cold Steve Austin’s glory days. The long-awaited balancing of reversals. Return of many match variations.
The Bad Submission system still misses the mark. I miss Create-a-Finisher. Tag team AI needs work. Awful announcing.
The Ugly The haunting robot that claims to be Renee Young when it comes time for your MyCareer interviews.
WWE 2K16 is available on Xbox One, PS4, Xbox 360, and PS3. Primary version reviewed was for Xbox One. Review code was provided by 2K Sports for the benefit of this review.